M+ 10.0 Wish-List

TL;DR:

  • Seasonal trinkets and seasonal FOMO Class Mogs.

  • Unlock early access to tier with higher IO (assuming Creation Catalyst like mechanics become the norm going forward).

  • 5th Affix at M+15.

  • Play any key at any level you’ve unlocked - no key downgrading.

  • Infinitely farmable Justice Points to upgrade gear to the “EOD ilvl cap” based on your rating. Callings reward JP and not Valor.

  • Valor points retooled to upgrade gear from the “EOD ilvl cap” up to your maximum upgrade level. Valor comes from keys M15 and above and are seasonally capped.

  • Weapons and Seasonal Trinkets (NOT standard dungeon trinkets - nobody wants to use Phial every single season) can be be upgraded to “Mythic Ilvl Cap + 7” with enough rating.

  • Vault drops loot up to your maximum possible upgrade level, encouraging you to push IO.

I’d love to see M+ become its own truly fully fleshed out pillar. Awesome new mogs each season, awesome new trinkets each season, an upgrade structure that makes sense for more players and more closely reflects how PvP works (Honor / Conquest), better high-end rewards for pushing, and so forth.

These aren’t substantial changes requiring tons of new content. New systems, a bit of new art (art that can be recolored and used as a carrot multiple times), and a small amount of new content via 5th affixes, and I think you could really pump up those MAUs when it comes to M+ engagement, while also squelching some of the negativity around “welfare” by tying rewards more-so into player success.

Just my thoughts. If I missed anything obvious, let me know in the comments.

5 Likes

While none of those changes seem appealing to me…all I would really want is vault (or whatever we will have) re-roll option and have some sort of stat priority pick.

I am sick and tired of getting Mastery piece as Outlaw, Half my gear on 9.2 launch was 246 ilvl, because I constantly got Mastery pieces (And I had over 200+ keys completed on rogue -so that’s a lot of vaults)

edit: Id remove Valor cap the week all 20’s get cleared for both weeks by top teams, or the week WFR is over. Top players will still do just fine as they have always done. Valor cap only ends up hurting average player.

Justice Points are an equivalent to badge system, right?
I miss Wrath. You raid - you get badges. You raid enough - you buy your tier set. Simple. Easy. Straight forward. I hate loot RNG.

I cleared all token bosses TWICE in SoF, and both weeks had max’d out keys vault — still NOTHING, while I got guildies with 4P already,

2 Likes

Like PvP or Raid, ideally your best pieces shouldn’t all come from the Vault. Vault should be something you look forward to but Valor upgrades should allow you to target pieces for upgrades to attain BIS. JP can exist as bad luck protection but Valor should help you attain BIS, at least IMO.

The more we can move away from Vault as a primary reward mechanism and more as a fun supplement, the better.

2 Likes

I quite like the idea of a seasonal trinket and class mogs, that would be a lot of fun

but this one…

just, no. no thanks. heck no. nein. no. Nyeht. maaaan no. uh uh. etc.

I’d like to see LESS affixes - fort/tyran is a tired, old, unfun and uninteresting concept that needs to go. Obviously, in a m+ world without fort/tyran they’d have to readjust the trash and boss tuning, respectively, but there’s nothing fun about a damage sponge boss that all you can think of while you’re fighting it is “is this over… yet”

I think this idea is interesting, and a bit of a new take on upgrading gear. I like that in this model you can only get the currency to upgrade to max potential by doing the more difficult content.

1 Like

Biggest one for me would be more than 8 dungeons.
Then the biggest thing for 10.1 is another dungeon or 2 as well

3 Likes

I think 8 M+ dungeons is fine for S1, but we absolutely need to be getting more in later seasons.

My ideal dungeon cadence for a “three tier” expansion would be something like this:

  • 10.0 launches with 8 M+ dungeons and a Violet Hold style non-M+ dungeon (casuals seem to enjoy this kind of thing and it takes the bite away from people who claim all content is tailored towards “esports”).

  • 10.0.5 drops a mega-dungeon.

  • 10.1 introduces that mega-dungeon to M+ as two wings for a total of 10 M+ dungeons.

  • 10.2 adds a new dungeon hub with 2 new direct-to-M+ dungeons and 1 RP-heavy non-m+ dungeon (again, casuals seem to love this kind of stuff - Halls of Reflection comes to mind).

In total, we’d end up with 10 M+ dungeons, 2 non-M+ RP dungeons, and a mega-dungeon that can be split into 2 wings for a total of 12 M+ experiences and 3 unique experiences for non-M+ players.

———

This borders on fan fic at this point, but eh.

3 Likes

I would support that 100%

My other idea to help out with more dungeons is to leave a couple of timewlking ones in the seasonal rotation. They could drop tokens for current expac gear so there wouldn’t be balancing issues and then be subbed out each .5 patch or something for variety

1 Like

Controversial idea incoming.

One change I would like to see is how Affixes and Timers work.

Basically, any time a new affix comes in, no timer so you get to mess with it without the pressure of a timer.

Now when no new affix is added, the timer comes into play.

Example would be:

+2 new affix, no timer
+3 no affix, timer
+4 new affix, no timer
+5 and 6+ no affix, timer
etc…

If you removed the key downgrade mechanic, players who play in premade groups could feel out the affixes without pressure. You wouldn’t get IO that you need to progress to upgrade your gear (which would be the main source of loot, not random Vault 278s) but you could take the time to learn the affixes before trying it “for real”.

2 Likes

I would be fine with this as well, either way, it would be nice to feel out the affixes without the pressure.

Well I don’t know what you’d call it. A new affix, an empowered affix, something.

The fact that keys don’t get more mechanics after 10 feels like a relic of the past. If mega-dungeons can get hard mode mechanics on top of Mythic mechanics, I feel like M15s can get something on top of what already exists there.

1 Like

I think these all sound really good.

I’d love if the vault was just removed and JP/valor is used as the main method of upgrading gear after getting the drop.

They just then also need to significantly raise the key level needed for the rewards or increase the key scaling by maybe 75%.

I feel no cap though leads to a really insane amount of strong gear for no lifing the game. Maybe they’ll remove raid lockouts at the same time? Blizzard has always seemed against letting people who can play 24/7 get massively ahead.

I hate FOMO so I’m out unless they get put on the JP vendor for a high price two seasons later.

I really really hate rating locking things… if you have the currency why can’t you just do it?

I’ll pass thank you.

This is good, I’d add in potentially putting weekly bounties on certain key/affix combos so say +15 NW Raging Necrotic would give a bonus VP

Not a fan of two currencies… nor am I a fan of locking things behind higher levels. Just make things cost such that not doing 15s regularly would be prohibitive.

I’d rather we just moved to weapon sets. I realize this is orthogonal but I’m really tired of having to deal with dual wielding issues. I realize it’s my choice to play VDH and rogue… but still it’s pain. So if we can just get the seasonal weapon set and upgrade it… that would be amazing.

I think the vault should be reconfigured to be something where you can use points to purchase something in a specific slot. I’m fine with the iLvL hold though. But people should be able to roll at gear they want not just random garbage. That said at that point isn’t this duplicative with VP? Why not just use VP?

You can already no life 14s and 15s for max EOD loot. JP being uncapped just removes the awkward situation of refarming an item for a 3 ilvl bump because you don’t want to spend time gated currency to upgrade loot to non-timegate cap. Or really refarming any # of ilvl bumps. Spending Valor on anything except to upgrade an item beyond EOD is “incorrect” but players are allowed to screw themselves over right now.

Eh you could also take the FF14 approach of just doing a reset weekly cap. So you can get 450 every week up until 2000 but that will buy most gear except chests and pants. It slows gear flow but doesn’t hurt too much. Honestly blizz’s issue is they have the upgrade system at all IMO. Get rid of the upgrade system and this gets a lot easier with a lot less iLvL bloat.

Eh? Upgrades are great.

Simple way to address any confusion - dungeon items upgraded with JP show up as blue items, dungeon items upgraded with VP show up as purple items. M14 and M15 EOD loot shows up as epic, and items upgraded to that same ilvl show up as epic. Simple.

I guess I’m approaching it differently because I don’t think we should be seeing more than 15iLvLs per season bloat (wrong word but “expansion” is loaded). To me the best loot should be EOD at highest difficulty, followed by Currency for doing “medium-hard approachable difficulty” but capped. Followed by currency for ‘easiest’ but starter gear. Just me… I think 30ilvL from normal to mythic is a bit insane and makes harder content less approachable because it becomes less about skill at some point and more about gear.

To my mind if the floor of the patch is say 250 then the cap should be 275/280. But I’m a weird one that just likes doing dungeons and raids, not having the gear to do it is just frustrating to me. Right now you basically get turned down for not overgearing content which is just dumb.

  • Seasonal trinkets and seasonal FOMO Class Mogs.

This might be alot for the art team and will eventually become bland but I do like the idea.

  • Unlock early access to tier with higher IO (assuming Creation Catalyst like mechanics become the norm going forward).

Um no, a different reward maybe but definitely not tier. You’ll create a far bigger problem then what you hope to fix. It seriously wouldn’t be a good idea.

  • Play any key at any level you’ve unlocked - no key downgrading.

Alter it, you take a key to a forge or NPC that rerolls the key into 3 options of dungeons with no chance of getting the same one you just had. This creates problem and will lead to abuse.

Simplest reason is if dungeon A is 15x easier than dungeons B-F on a specific week then every booster’s life just got infinitely easier. Along with other problems.

  • Infinitely farmable Justice Points to upgrade gear to the “EOD ilvl cap” based on your rating. Callings reward JP and not Valor.

Infinite caps create problems, the best would just be an excessively high cap. \

  • Valor points retooled to upgrade gear from the “EOD ilvl cap” up to your maximum upgrade level. Valor comes from keys M15 and above and are seasonally capped.

Again creates problems and creates a function designed for the top percantage of the player base. While I would have zero issue, you would create massive problems with other people and also increase booster success.

  • Weapons and Seasonal Trinkets (NOT standard dungeon trinkets - nobody wants to use Phial every single season) can be be upgraded to “Mythic Ilvl Cap + 7” with enough rating.

Agreed, but there should be work like the vault does currently.

  • Vault drops loot up to your maximum possible upgrade level, encouraging you to push IO.

I am a big believer in the best gear coming from the hardest activity which is rated PvP and Mythic raiding, both of which are much more difficult than m+ in any iteration. At most it should be the difference between end raid heroic and mythic item levels. Making base line mythic “technically” better on paper when it more than likely isn’t based on item.

Honestly while I do understand why you want some of these things, you would be creating a massive RMT disaster. A lot of your ideas encourage people to do carries, which is fine for gold on your specific server. However, if everything is locked behind M+ and rating you would simply create the environment which is perfect for the illegal activity.

There should always be a middle ground between what we have and what we desire most as to balance the issues.

Define “floor”. If I define the “floor” of a patch as the maximum ilvl of the minimum skill-level, that is to say, 252 Cypher gar, then that seems to adhere to around about what you’re saying and I’m not seeing what the problem is. 278 is the Mythic ilvl cap, with only bonus/PvP ilvl surpassing that.


One set per class per expansion with multiple recolors, I think that’d be fine.

You need IO to get the best gear. You have to run different dungeons to get higher IO. Not seeing the problem. If you want to farm JP in easy keys, sure, but you can already do that when Valor uncaps so that’s nothing new.

We already have an infinite cap on EOD loot - you can run keys an infinite amount of times. This just resolves some of that awkwardness where you want to replace a 259 item with a 262 (max EOD) but don’t want to spend time-gated Valor, etc.

Whenever I hear “this makes boosting more lucrative”, what I’m really hearing is “This is something people actually want and care about”. Anything people want is boosted. People boosted Mage Tower - should we delete Mage Tower? No. Heck no.

You should have just said this at the start so I could throw out your entire opinion, TBH.

You whine about boosting and how M+ is too hard and yet turn around and say M+ is too easy? What are you talking about dude?

I think whole point of valor though is to provide an upgrade path once you’ve capped EoD gear levels based on your ability. This is primarily +15s, but it could be lower.

I feel this leads to just fishing +2s then pumping them as the most efficient way to gear rather than doing harder content (or doing it more than once).